I have worked on a SFML Game/Game-Engine Project for 2 months now and am looking for some feedback in terms of...

Is this a valid approach for a Game class?

Are there any glaring C++ coding practice mistakes?

The following code is from my Game class which is the main organizational unit of the Game/Engine. I use a Scene(State) approach, meaning that every Scene/Screen in the Game is a closed of unit with it's Entities being updated from the Game class.

\$\begingroup\$Why did you check in all the binaries?\$\endgroup\$
– yuriApr 28 at 7:34

\$\begingroup\$@yuri I put SFML and mingw in there because I work on multiple systems and with 2 other guys, so that they just have to clone the repo for it to compile and run on windows. As for any other weird looking things in the repository, it's inexperience on my part.\$\endgroup\$
– Sparda Dante3085Apr 28 at 9:13

\$\begingroup\$What about the build artifacts? Do they need to be checked in?\$\endgroup\$
– yuriApr 28 at 10:05

\$\begingroup\$@yuri Definetly not. You're certainly right. I've put *.o in the gitignore a few days ago, so object files don't get commited anymore, but I am not shure how to erase them from origin-repo on github. I've made that mistake long before I had a gitignore.\$\endgroup\$
– Sparda Dante3085Apr 28 at 11:24

\$\begingroup\$You can remove them with git rm and then commit that. Ideally you would make a new repo that never includes any artifacts or binaries and instead distribute those in some other form.\$\endgroup\$
– yuriApr 28 at 11:37